Alanis Oakleaf    (Elf Male Mage)
Character Information   
Name: Alanis Oakleaf XP/Next lvl: 258966 / 40000
Class: Mage HP:curr/max 18 / 18
Alignment: Chaotic Neutral AC:reg/rear/no shield 9 / 9 / 9
Race: Elf Level: 5
Age: 108 Height: 4'11''
Weight: 96lbs Gender: Male
Encumbrance: Movement: 12
Languages: Common, Dwarvish, Elvish, Halfling, Orcish, Gnoll, Gnome
Ability Scores   
STR: 12 (Weight Allow 45 /Max. Press 140 /Open Doors 7 /Bend/lift 4)
INT: 18 (No. of Lang 7|Spell lvl 9th|Chance Learn Spell 85|Max Spells per/Lvl 18)
WIS: 14 ()
DEX: 15 (Defense Adj. -1)
CON: 9 (System Shock 65|Resurrection Survival 70)
CHR: 18 (Max No. Henchmen 15|Loyalty Base +8|Reaction Adj. +7)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
15 11 13 15 12

Notes:

Description and Background   
Description:
Initial Languages: Common, Elf, Dwarf, Goblin, Orc, Dragon and Magical

Background:
Alanis is the outcast son of Matric-atus Oakleaf, head of the Order of the Forest. After rejecting the call to join the priesthood and shaming his family with his clear rebellion into the robes of the Magi, Alanis wanders the world; trying desperately to fill the void left behind.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Quarterstaff 1 1d6/1d6 n n
Dagger 1 1d4/1d3 n n
Equipment
Qty Item Location
2 Flasks of Oil Backpack
1 50' Rope Backpack
7 Trail Rations Backpack
1 Hooded Lantern Backpack
1 Fint n Steel kit Backpack
5 small sacks Backpack
1 Waterskin
1 Whetstone
1 Bedroll
1 Mirror
3 Candles
3 Chalk
1 Stylus and Ink Well
10 Blank Parchment Scrolls
1 Bag of Marbles


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 43 0 0 32
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Armor
Detect Magic
Identify
Magic Missile

Level 2
Flaming Sphere
Knock

Level 3
Lightning Bolt


Spell Book


Level 1
Armor
Detect Magic
Feather Fall
Identify
Magic Missile
Sleep
Tenser’s Floating Disc

Level 2
Blur
Flaming Sphere
Invisibility
Knock
Melf's Acid Arrow

Level 3
Dispel Magic
Flame Arrow
Hold Person
Lightning Bolt


Notes
Racial Abilities
- 90 resistance to sleep and all charm related spells
- +1 to attack rolls with bows (except crossbows), short swords, and long swords
- Surprise opponents when not in metal armor and either alone or with other elves and/or halflings (-4 penalty to enemy surprise rolls, -2 if the elf must open a door)
- Infravision 60 ft.

- An elf can spot secret and concealed doors when within 10 ft.
-- Notice (without actively searching) a concealed door (1 on 1d6)
-- Find secret door (1-2 on 1d6)
-- Find concealed door (1-3 on 1d6)
Rod Of Wonder
A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following.
d Wondrous Effect
01-05 Slow creature pointed at for 10 rounds (Will DC 15 negates).
06-10 Faerie fire surrounds the target.
11-15 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16-20 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21-25 Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26-30 Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
31-33 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34-36 Summon an animal—a rhino (01-25 on d), elephant (26-50), or mouse (51-100).
37-46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
47-49 Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates).
50-53 Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates).
54-58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59-62 Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size.
63-65 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
66-69 Reduce wielder to 1/12 height (no save).
70-79 Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
80-84 Invisibility covers rod wielder.
85-87 Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88-90 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets.
91-95 Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96-97 Wielder (50 chance) or target (50 chance) turns permanently blue, green, or purple (no save).
98-100 Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).